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Everything posted by Blutaar
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Green > Purple > Blue > Pink > Orange > Yellow > Red > White > Black > Brown > Grey What is the goal of your experiment? Do you want to find out the generally most popular colour or something else? Anyways, good luck with your 'research' ?
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Doesn't that sum up the helper's event Last man standing basically?
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Nijmegen Lekker bezig
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Player @dupuy has been banned for a week. Reason: not using the @-forumtag for his ban
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I don't understand what that's meant to say. Anyways, I do not find Striker overused or underpowered in a way, perhaps others have a different view on that
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Nah I dont think so. The game has never made turrets/hulls exclusively available for tankoins or (ultra) containers. I guess it will be available for crystals once released, but any Tesla-kits will be solely purchasable for coins at first, augments in (ultra) containers and skins exclusively for real currencies.
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Yeah, the Thunder after it recceived projectile speed etc., its augments incl. Sledgehammer. I used to play with it from WO2 to Captain, approximately. I never used any augments and it was a long time ago, so I have little to no knowledge about Thunder. I forgot when Thunder had received this update, I have the feeling it was some months ago but it's probably somewhat longer than that, haha
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Some people prefer Mammoth, others like Titan - no hull is directly better than the other. Generally, Mammoth's overdrive is more offense-focused while Titan's OD is best fit for defense. It's up to your preference which of the two hulls you like the most. I suggest to try out the test-server. Personally, Mammoth works best for me. I have had this hull since the WO-ranks and it helped me out with sniping and other jobs a lot. I am not quite familiar with the new Thunder, so I won't recommend you anything concerning the turret
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EMP is a generally known term and the referred page in the link perfectly explains what EMP is; it is a status-effect and it stands for Electro-Magnetic Pulse, i.o.w. it deactivates your supplies - this is caused by Gauss' augment "Electromagnetic Salvo" and Hunter's overdrive. The hull's augment "EMP-immunity" cancels this effect, so you will not lose your supplies when being hit by Gauss' augment or Hunters OD. It does not have anything to do directly with sniping or lasers. The above-mentioned Wiki-page sums up all augments and states their stats and effects. Most things are explained clearly, I advise you to read it again so that you understand most of it. If you have any questions, feel free to ask. As I have understand from your comments, you are not quite familiar with augments, status effects and characteristics of some turrets. I recommend you to check out the web-page https://en.tankiwiki.com/Augments again and read it carefully. Also, try looking at some other TO-Wiki-pages; they are really imformative if you want to know specific things about Tanki Online and specific turrets/hulls. ?
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To answer the question regarding overdrives: the best ODs are Hornet and DIctator, being most successful in battle; I would say the worst is Viking due to its long charging time and annoyance/disturbance once fully charged and used
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Assumable, since Viking used to be the most used hull for a long time (personally I dont like it). Either way, now we deal with the same issue concerning Hornet
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Thanks for your reply, but that doesn't fully answer my question
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Is PhotoShop allowed? If so, to what extent can one use the features/options of the program?
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Being thrown in half-consumed matches is another issue on its own, but adding more maps to MM would make gameplay a lot more fun
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EAS works really well with it. However the main reason I would use it is for the nostalgia... ahh...
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Late reply, but Tokyo Ghoul really doesnt have a bad storyline, it's actually my favorite. The manga explains certain parts of the plot more clear and it does not have any plotholes, in contrary to the anime itself. Personally, the story of the manga is more pleasant to follow - the first two seasons of the anime aren't that bad, although the second season deviates from the original story and some parts may be unclear; the third and last season are a total disappointment and a big mess, both in quality and storyline. By the way, I am deeply in love with this wallpaper
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I guess we have our own view on this augment, which I do not mind at all. Since you already got SBE from a container, let me formulate it in another way: would you buy this augment from the garage, or would you stick with the Stock-version?
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For quick-scoping, Light Capacitors is the better option out of the other augments, with Stock and SBE it is best to charge your shot as much as possible. I did not know the increased sniping damage applied to any non-maxed shot, I thought it was only the case with the lowest amount of damage, but even so: the longer you wait for a shot to charge, the smaller this increase in damage becomes. So apart from a 'quick scope' it does not outperform Stock significantly
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EMP since that augment cannot be found elsewhere, adrenaline is a universal augment and can be bought in the shop and is therefore easily affordable. The kiy may also have the shot effect VioleNt*, so the price of that skin-kit is likely to be extremely high. Not to forget that there are two Gauss skins and only one (exclusive) augment, so I wonder if developers will release such kit, and how. *may I say that I find the name of this shot-effect extremely farfetched?
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You fire shots at slower rate and with not much difference in damage, so concerning arcade shots you are better of using the stock version. Sniping might seem as a pro, but you rarely shoot your snipe-shot at the very beginning of charging - that saying, you do want to fire a decently/fully charged shot - so you really arent gaining much benefits with that either.
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The RFM-meta lasted for a long while indeed but it wasn't before the first of the two recent Shaft-updates when RFM got stronger overall by the increased firing rate and removal of the sniping penalty. This buff was not needed at all for RFM was an already (too) powerful augment, its increased effectiveness at close/mid-range combat was fairly compensated by giving it a penalty in sniping-damage. I, too, mainly use Light Capacitors, it has proven to be most useful out of the four (now 5) augments - it allows a player to go out into the open, so if a Shaft-player prefers a mid-field role this augment suits best. Shaft is still capable of dealing with enemies closeby but only at meelee-range, making it far less useful. In my opinion, this is fair; Shaft shouldn't be able to transform from a long-range expert to a close-combat killing machine - if you want to fight up-close, choose one of the other 13 weapons. Short-Band Emitter focuses on Shaft's arcade-mode: allowing you to fire more powerful projectiles, at a slower rate, than the Stock version and other augments. Previously, you were able to deal some heavy damage with SBE's arcade shots while keeping sufficient distance. Now that arcade-shots have been nerfed, this damage increase is almost unnoticeable; and because of SBE's slower firing mechanisnm, using it on meelee-range is not a clever thing to do - therefore, SBE has drastically decreased in value and effectiveness. You can still use SBE to snipe with, since it has a larger minimum sniping damage, but other than that this augment does not have much to offer anymore.
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Big Time Rush the show was to promote the band, vice versa. The whole BTR project was a giant flop in the end.
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Actually Shaft is meant to be a snipers rifle, making it effective at close-range takes away the entire purpose of this turret. So decreasing its max- and min- range is understandable, even though it feels uncomfortable in a way. Taking the two Shaft-updates as one general change, Shaft has taken on a more passive role on the battlefield by improving sniping and decreasing arcade-effectiveness. Rapid Fire Mode got the chance to be more useful at longer range rather than being a close-combat fighter - which I am fine with - but in general, Rapid Fire Mode did get nerfed straight to the ground for it is not good at closer range anymore - all I have to do is keep sufficient distance from that player; I do notice an incredibly large decrease in dealt damage of the augment - which is a great relief compared to the previous RFM-Hornet-meta, but now Rapid Fire Mode performs rather underwhelming. I also feel bad for the augment Short-band Emitters, prior to the update this augment had its niche, now with the shortened range SBE finds itself in an awkward position
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G R I N D
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